The game was definitely planned. I think that the creators first thought of what they wanted the players to do, and then the job was to find a way to relate these actions to an overall narrative. For example, from the beginning of the Institute, the creators would think, "Wouldn't it be interesting to give players a map with instructions on how to leave a place by evading security. It would give the game a hook by making it have a spy mission sort of feel," and then they would figure out where in the overreaching plot narrative it would make sense to place this step.
The first chapter of the Institute I would consider a type of prologue, where the signs were posted to lead the players to the induction room. I call this a prologue because it happens before people know they are part of an ARG. The real first chapter begins the moment players step foot within the induction room. Watching the video on the Jejune Institute serves as exposition, the beginning of the their journey into the ARG. People are naturally very curious, so this video on the history of a supposed cult would strike the interest of many who made it this far. The props used in this chapter are the most important, because they set expectations for what the rest of the game will be like. The use of the map and encouragement to blindly follow directions lets players know what will be expected of them in order to get the most out of the game. It was also important that the actors in this section of the game, such as the receptionist who gives the key with the map, are 100% in character. The game would fail if the facade was already crumbling before the game even started.
No comments:
Post a Comment